the_randomizer come on, get over it already... we've made improvements, just nothing worthy of a release, you know how it goes!

Tell that to the skeptics on the Emulatemii blog. Worthy of an update or not, how are people supposed to believe that it's still being worked on after months of silence? With the Wii U being out and all, how were we supposed to know that didn't make you guys lose interest in development? I mean yeah, we don't expect a release every six months, just a little reminder that the project wasn't killed off or that you guys pulled a Martin Korth or what have you. Anyway, I'm done being a f***ing retard to you guys.

Not only did I act like a stupid dick and call the developers out and being impatient, but a ban is most definitely imminent. I think I see the guillotine over there.

Excellent. Now that you made the peace like good children, could anyone tell me wich one of the downloads in the first post is the gamecube port with the zip files support? Is a feature that most of current emulators have and we need in such cool emulator like cube64.

Hey, couldn't you make the NAND page a savefile so it wouldn't have to be generated everytime we start the emulator? Anyways, it's a really nice feature and Mario Kart 3 works perfectly now, Perfect Dark also runs a little smoother without constant pauses every now and then.

Thank You! For saving these classics form a dusty forgotten grave for a new generation to love on the big screen TV's. The PPC core and glN64 gx are so efficient in size, CPU usage and the Audio Limiter in Not64 fixes practically every game its brilliant you should be proudOver the past yr, I've wondered how WiiMotion controls could be added. Only now have I planned an efficient solution. Is anyone interested in adding YAxis for Jumps,X for Stabs and Z for Sword Swings??

Finally, how to run GoldenEye and Perfect Dark with IR controls on Not64:1. use 1.2 control setting from the in game options in both PD and GoldenEye. Now from Not64 settings --> Input --> Configure buttons... 2. Assign the 4 directions of the nunchuck analog to the 4 C-buttons of N64. 3. Assign IR to N64 analog stick. 4. Depending on your Wii FPS preferences, assign the other buttons. For me they are like i have them in CoDs, GoldenEye Wii and Conduits. So Wii B=Z N64=shoot, Wii A=R N64= aim, Wii - =B N64=reload, Wii Dpad right=A N64=change weapon 5.? 6.Profit!

Last edited by nakata on Tue Mar 12, 2013 12:02 pm, edited 2 times in total.

Yeah... I'm using (U) because I wanted to be able to use my memory card save dump from my actual N64...unless memory card saves work across regions. BRB, gotta try that.

Also, about game compatibility, no single N64 emulator to date correctly runs World Driver Championship - one of my favorite N64 games (think Forza for the N64, but without any low-level car customization like suspension and stuff - heck the handling is similar enough that I got third without any driving aids on my first try on a Forza 3 demo unit, and I've never played a sim racer other than WDC).

nakata wrote:This game alongside Battle for Naboo and Indiana Jones are not emulated properly due to custom N64 microcode IIRC.

This is indeed the case. That's why I'm interested in this emulator in the first place.

nakata wrote:I know man i LOVED that game I had the cart for my N64. The graphics and the physics were impecable for the time, they even had a letterboxed 480i mode without an expansion pak!

I didn't get the game until after I had a GameCube, but the 480i mode can look surprisingly good nowadays - the 240p just looks like a jaggy-fest to me, even on my Trinitron SDTV.

EDIT: I keep forgetting to try (since I use an SDTV), but is Not64 able to render games in non-stretched widescreen without progressive scan? At least on Project64 the Rush games work PERFECTLY with the widescreen hack.

Yeah... I'm using (U) because I wanted to be able to use my memory card save dump from my actual N64...unless memory card saves work across regions. BRB, gotta try that.

Also, about game compatibility, no single N64 emulator to date correctly runs World Driver Championship - one of my favorite N64 games (think Forza for the N64, but without any low-level car customization like suspension and stuff - heck the handling is similar enough that I got third without any driving aids on my first try on a Forza 3 demo unit, and I've never played a sim racer other than WDC).

World Driver Championship now runs in an alpha build of Project 64, but it's not public yet, but the game should run on it now. That game had more in-game polygons than a lot of Playstation games, which was unusual for N64.

"Old people don't need companionship. They need to be isolated and studied so it can be determined what nutrients they have that might be extracted for our personal use."

I don't know why you guys would expect these games with more complex ucodes to be emulated first in Not64/Wii64. The low level emulation plugins are too memory heavy for the GC/Wii and there aren't any open source High Level plugins to port.

An actual inaccuracy example is the movement in the DK64 intro. All HLE emulators are just as inaccurate as their counterparts. DK isn't supposed to fall into the water on the intro sequence as you'd know, he's meant to go over the vines. This inaccuracy is due to emulators using hardcoded cycle counters/etc which are basically just "good guesses" for things like when to trigger an interrupt/etc. Cycle accurate N64 emulation is nearly impossible with the CPU/RSP etc being two separate entities, but something like MESS might be able to pull it off... one day.

But the cost of performance would be disastrous; you'd end up with another emulator like Bsnes in terms of requirements. Frankly, no one gives a damn about cycle-accurate N64 emulation aside from the truly fanatically dedicated. Let emukidid do what he wants, and the accuracy vs performance nuts do what they want. A goal for a cycle-accurate N64 emulator is all well and good, but what about the requirements to run such an ambitious program? No one wants an N64 emulator with >3.0 GHz system requirements, do they? Besides, I've been behind the scenes with PJ64 alpha testing, its complete rewrite of the code (so far 90% has been rewritten), and how games like that will run soon with the new RSP code.

Cycle-accuracy and LLE go hand-in-hand do they not? If so, you're gonna have a bad time trying to get people to use said emulator. Emukidid knows what he's talking about.

"Old people don't need companionship. They need to be isolated and studied so it can be determined what nutrients they have that might be extracted for our personal use."

Um.. I use Bsnes (compatibility) as my only SNES emulator and I only have an Athlon 64 x2 (G2 Brisbane) @ 2.5GHz...

If you want to discuss the concept of a cycle-accurate N64 emulator, you should post in that thread since the author is VERY open to communication and will answer most if not all your questions and criticisms.

Besides, isn't discussing such things technically off-topic in this thread?